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Yes: you can adjust the ammount of reflection by using the alpha channel of any RGBA texture, for example a wooden one. You can also make puddles....
@from2001 It is a good idea, but for running it in edit mode there is lot of management to be performed to avoid duplications, memory leaks and...
Hello Hunterua, - Helicopter physics are simulated using virtual surfaces instead of rotating ordinary surfaces (direct simulation is not...
We are questioning ourselves which of the following features are the user's favorite... 1) Support for Water Ripples. 2) Support for...
@imtrobin It uses a similar approach to the OpenGL stencil reflections. There are some limitations of course, for example: some shaders can be...
The script includes two fields for specifying the layers that you want to render in the reflection and in the normal worlds. We made even a demo...
It now available in the asset store here: https://www.assetstore.unity3d.com/en/#!/content/21780 We do not use render to texture or blits so...
The airliner and the acrobatic airplanes are handled differently. The acrobatic uses much more the roll, so completely different autopilots are...
We have almost ready an upgrade fixing some user-reported issues. We also have included some avionic new features. If you want to test this...
There are several ways to do it: you can use the drawing/filling methods (dig, fill, digOrFill, pointerInstance...) or you can directly write the...
Volume can be generated also if you separate in the z-direction the master and slave layers and checking generate walls in the script preferences....
Hi everyone, We have just released a new package into the asset store: Voxel Terrain 2D. It is a easy-to-use 2D Terrain drawer that we developed...
Now with handheld / touch interfaces support by using the EIM Mobile library (https://www.assetstore.unity3d.com/en/#!/content/15470). For...
Nice work!
Hi, Yes, the custom + type=GInputInterfaceDxInput will be the correct way to do it (until we add a Unity CustomEditor for GInputManager)....
Input Manager with touch and multitouch support was launched already, and is compatible with every unity library, including current version of...
No, no, the simplified syntax source=-joy2axis1 will use joy2axis1. You don't need to create -joy2axis1, indeed you must not use neither - or * in...
Check at GInputInterfaceAxis.cs at line 90. If you invert in the input manager it will work; remember that if you invert again in the extensible...
Of course! Even the config menu is able to detect invert inputs. You simply must write in the config string: source=-joy3axis2 or...
Joystick buttons are preassigned and accesible without neededing of creating standard unity input manager entries (as described in...